//check and create if weapon is available public void Attack(bool isEnemy) { if (CanAttack) { shootCD = shootingRate; //create shot var shotTransform = Instantiate(shotPrefab) as Transform; //positioning shotTransform.position = transform.position; //check if enemy AmmoScript shot = shotTransform.gameObject.GetComponent <AmmoScript>(); if (shot != null) { shot.isShot = isEnemy; } //shoot at enemy movementScript move = shotTransform.gameObject.GetComponent <movementScript>(); if (move != null) { move.spDirection = this.transform.right; } } }
void RpcGiveAmmoTo(NetworkInstanceId applyAmmoTo, float amountToGive, NetworkInstanceId ammoToDestroy) { GameObject ObjToApplyAmmoTo = ClientScene.FindLocalObject(applyAmmoTo).gameObject; PlayerController objsPlayerController = ObjToApplyAmmoTo.GetComponent <PlayerController>(); GameObject ammoGiver = ClientScene.FindLocalObject(ammoToDestroy); AmmoScript ammosScript = ammoGiver.GetComponent <AmmoScript>(); //Get Player Controller and apply apply to it's weapon script if (ammosScript.ammoType == GunScript.GunTypes.AK) { objsPlayerController.akAmmoCarrying += amountToGive; } else if (ammosScript.ammoType == GunScript.GunTypes.M4) { objsPlayerController.m4AmmoCarrying += amountToGive; } else if (ammosScript.ammoType == GunScript.GunTypes.Micro) { objsPlayerController.microAmmoCarrying += amountToGive; } else if (ammosScript.ammoType == GunScript.GunTypes.Snipper) { objsPlayerController.snipperAmmoCarrying += amountToGive; } Destroy(ammoGiver); }
void Start() { letterDisplay = transform.Find("letter").GetComponent <InputDisplayScript>(); numberDisplay = transform.Find("number").GetComponent <InputDisplayScript>(); spawner = GetComponentInChildren <MonsterSpawner>(); ammo = GetComponentInChildren <AmmoScript>(); shot = GetComponentInChildren <ShotScript>(); reload = transform.Find("reload").GetComponent <SpriteRenderer>(); }
public void Start() { shootingScript = gameObject.GetComponent <ShootingScript>(); ammoScript = gameObject.GetComponent <AmmoScript>(); bulletPool = GameObject.Find("BulletPool").GetComponent <BulletPool>(); character = transform.Find("Character"); GameManager.instance.playerStats = transform.Find("StatsandSkills/PlayerStats").GetComponent <PlayerStats>(); GameManager.instance.playerSkills = transform.Find("StatsandSkills/PlayerSkills").GetComponent <PlayerSkills>(); speed = GameManager.instance.playerStats.movement.speed; }
// Use this for initialization void Start() { PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(3); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("ChaffPrefab") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("Main Camera").GetComponent <SoundPlayerScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("KnifeProjectilePrefab") as GameObject; }
// Use this for initialization void Start() { PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OP = GameObject.Find("ObjectPoolerIntercept").GetComponent <ObjectPoolScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("InterCeptorPrefab") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerTripMine").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 25; CanShoot = true; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerFireArrow").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(3); AS.SetReloadTime(1.5f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 15; CanShoot = true; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(1); AS.SetReloadTime(.5f); PCS.SetPrimaryWeapon(Charge); ShotTimer = 0; ShootFireCooldown = 15; CanShoot = true; projectile = Resources.Load("SwordPrefab") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("Main Camera").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(3); AS.SetReloadTime(2f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 15; CanShoot = true; projectile = Resources.Load("SplitProjectilePrefab") as GameObject; Trail = Resources.Load("ShortTrail") as GameObject; }
void Shot() { if (ammo.Length == 0) { return; } var shot = Instantiate(ammo[lvl]) as GameObject; // stop death before adding target AmmoScript AS = shot.GetComponent <AmmoScript>(); shot.GetComponent <Transform>().position = gameObject.GetComponent <Transform>().position; AS.Damage = damage[lvl]; AS.Speed = velocity[lvl]; AS.Target = target; AS.TargetAssigned = true; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerAssault").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(15); AS.SetReloadTime(2f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 4; CanShoot = true; //projectile = Resources.Load ("AssultProjectilePrefab") as GameObject; //Trail = Resources.Load ("ShortTrail") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(ShootOutline); PCS.SetSecondaryWeaponRelease(Shoot); CanShoot = true; projectile = Resources.Load("ShieldPrefab") as GameObject; POutline = Instantiate(projectile, Vector3.zero, Quaternion.identity) as GameObject; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.a = .75f; POutline.GetComponent <SpriteRenderer> ().color = CtoChange; POutline.SetActive(false); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerRng").GetComponent <ObjectPoolScript> (); OPGrenade = GameObject.Find("ObjectPoolerGrenadeRng").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(5); AS.SetReloadTime(2f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 20; CanShoot = true; projectile = Resources.Load("RngGunProjectile") as GameObject; projectileG = Resources.Load("GrenadeRngPrefab") as GameObject; Trail = Resources.Load("ShortTrail") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerGrenade").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Cook); PCS.SetSecondaryWeaponRelease(Shoot); ShotTimer = 0; CookTime = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("GrenadePrefab") as GameObject; Trail = Resources.Load("ShortTrail") as GameObject; GrenadeDetonateTime = projectile.GetComponent <ProjectileScript> ().SelfDestruct; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 10; CanShoot = true; ProjectileWrapper = Resources.Load("WallProjectileWrapper") as GameObject; ProjectileWrapper = Instantiate(ProjectileWrapper, Vector3.zero, Quaternion.identity) as GameObject; PrimaryBullet = ProjectileWrapper.transform.GetChild(0).gameObject; SecondaryBullet = ProjectileWrapper.transform.GetChild(1).gameObject; WPS = PrimaryBullet.GetComponent <WallProjectileScript> (); PrimaryBullet.SetActive(false); SecondaryBullet.SetActive(false); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerLazer").GetComponent <ObjectPoolScript> (); particlesOBJ = Resources.Load("ChargeParticleHolder") as GameObject; AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(6); AS.SetReloadTime(3f); PCS.SetPrimaryWeapon(Charge); PCS.SetPrimaryWeaponRelease(Shoot); ShotTimer = 0; chargeLevel = 1; ShootFireCooldown = 7; CanShoot = true; particlesOBJ = Instantiate(particlesOBJ, transform.position, transform.rotation) as GameObject; particlesSystem = particlesOBJ.GetComponentInChildren <ParticleSystem> (); particlesSystem.startColor = ES.GetColor(PCS.GetPlayerNum()); particlesOBJ.SetActive(false); }
void OnTriggerEnter2D(Collider2D collider) { //call AmmoScript.cs AmmoScript shot = collider.gameObject.GetComponent <AmmoScript>(); //check if shot if (shot != null) { //check if enemy if (shot.isShot != isEnemy) { //reduce hp hp -= shot.dmg; //destroy ammo after use Destroy(shot.gameObject); //If hp is less than or equal to 0 destroy self gameObject and create sound. if (hp <= 0) { SoundEffectsScript.Instance.MakeExplosionSound(); Destroy(gameObject); } } } }
public virtual void FireShots(GameObject _towerTarget, GameObject _ammoToFire, Transform _ammoSpawnPt, TowerType _type) { if (isBuilding == false) { transform.LookAt(_towerTarget.transform.position); GameObject ammoSpawn = (GameObject)Instantiate(_ammoToFire, _ammoSpawnPt.position, _ammoSpawnPt.rotation); AmmoScript ammo = ammoSpawn.GetComponent <AmmoScript> (); ammo.AmmoTarget(_towerTarget.transform); Destroy(ammoSpawn, 5.0f); Debug.Log(_type + " tower is firing..."); if (!isShooting) { isShooting = true; Invoke("StopFiring", fireRate); } } }
private void OnTriggerEnter2D(Collider2D _col) { if (currentAmount > 0) { AmmoScript _ammo = _col.GetComponent <AmmoScript> (); //Destroy (_ammo.gameObject); if (_ammo.PlayerID == playerID + 1) { Debug.Log("'ello"); } else { currentAmount--; //-= _ammo.Damage; UpdateShieldAlpha(); Destroy(_ammo.gameObject); /* 220418 * int _ID = _ammo.PlayerID; * * Destroy (_ammo.gameObject); * currentHP--; * * AdjustAlpha (); * //// * * /* * Color _colour = sprRenderer.color; * float _tmp1 = alphaUnit * shieldHP; * float _tmp2 = _tmp1 / 255; * _colour.a = _tmp2; * sprRenderer.color = _colour; * //// * } * } * * /* * //if (_ID == playerID) { * //print ("hows it hangin?"); * //} else { * Destroy (_ammo.gameObject); * * shieldHP--; * * Debug.Log (shieldHP + ", " + alphaUnit); * * Color _colour = sprRenderer.material.color; * //Color _colour = sprRenderer.color; * * * * //_colour.a = alphaUnit * shieldHP; * float _a = (alphaUnit * shieldHP) / 255; * * float _tmp1 = alphaUnit * shieldHP; * float _tmp2 = _tmp1 / 255; * * Debug.Log (alphaUnit + " * " + shieldHP + " = " + alphaUnit * shieldHP); * Debug.Log (alphaUnit * shieldHP + " / " + 255 + " = " + alphaUnit * shieldHP / 255); * Debug.Log (_tmp2); * * _colour.a = _tmp2; * * Debug.Log (_a); * * //sprRenderer.color = new Color (1, 1, 1, _a); * sprRenderer.material.color = _colour; * //} */ } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Ammo") { switch (ID) { case 0: { destroy(); break; } case 1: { if (collision.GetComponent <AmmoScript>().canTakeExtraLife == true) { collision.GetComponent <AmmoScript>().takeExtraLife(); _activated = true; } break; } case 2: { MakeDamageRight(); GetComponent <Animation>().Play(); _activated = true; break; } case 3: { MakeDamageUp(); GetComponent <Animation>().Play(); _activated = true; break; } case 4: { MakeDamageUp(); MakeDamageRight(); GetComponent <Animation>().Play(); _activated = true; break; } case 5: { destroy(); break; } case 6: { Physics2D.IgnoreLayerCollision(8, 11); Physics2D.IgnoreLayerCollision(11, 12); Physics2D.IgnoreLayerCollision(11, 11); AmmoScript ammo = collision.GetComponent <AmmoScript>(); Vector2 dir = ammo.getDirect(); float speed = ammo.getSpeed(); ammo.ChangeDirect(); Vector2 position = ammo.gameObject.transform.position; GameObject additiveammo = Instantiate(additiveAmmo, position, Quaternion.identity, canvas.transform); additiveammo.GetComponent <AmmoScript>().setParram(dir, speed, _ammoId); additiveammo.GetComponent <AmmoScript>().gameManager = _gameManager; _ammoId++; _gameManager.AddAmmo(additiveammo); _activated = true; break; } case 7: { Vector2 dir; int a; a = Random.Range(0, 11); int b; b = Random.Range(1, 5); if (a >= 6) { dir = Vector2.up + Vector2.right * b; } else { dir = Vector2.up + Vector2.left * b; } collision.GetComponent <AmmoScript>().ChangeDirect(dir.normalized); _activated = true; break; } } } }
// Use this for initialization void Start() { ammoScript = ammo.GetComponent <AmmoScript>(); }
// Start is called before the first frame update void Start() { ammo = gameObject.GetComponent <AmmoScript>(); Cursor.visible = false; }